View Full Version : [PSA] What are your top 3 bases or outposts in PlanetSide 2?
Luperza
2014-01-13, 07:55 PM
Hi there PlanetSide Universe folks! :)
I'm just stopping in to ask if you'd all take a moment to go to the PlanetSide 2 forums and answer the question that is the title of this thread: What are your top 3 bases and or outposts in PlanetSide 2?
You'll find the post here: https://forums.station.sony.com/ps2/index.php?threads/what-are-your-top-3-bases-or-outposts-in-planetside-2.167594/ .
Thank you all for your time and we can't wait to hear your feedback!
synkrotron
2014-01-14, 01:15 AM
I've just had a look at that post.
Personally, I would have different favorites depending on whether I was attacking or defending, but your format does not allow reasons to be given for that choice.
It's a shame that... I think that the results would have been more interesting.
Also, I cannot create an account to post there because it recognises that I am from Europe and sends me to the Pro7 sign up page. I already have a Pro7 account, of course, but that does not allow me to sign onto the SOE forums.
Is there a way around this?
Mordelicius
2014-01-14, 03:19 AM
Tawrich Tech Plant
- Can be attacked from 3 sides.
- Each of the satellites are interesting and open to attack in many ways.
- The network of roads and entryways between the Tech Plant and the satellites are brilliant.
- These series of bases are always on fire during Tech plant alerts
Andvari Biolab
- Can be attacked from 3 sides (N, E, S)
- The North to South lanes so fun to fight in. There's always a back and forth, going up and down. What's great is, the long lane is capped by a tower from the south and the north.
- The Eastern flank/lane of the Biolab is awesome as well, since it leads to interesting areas
- During Esamir Alerts, this area is always hot. The flow of battles are so good, only stopping at powerful defensive chokepoint bases like Towers, Eisa, or the Octagon.
Crossroads Watchtower
- There are so many great towers, especially in Indar! Indar Excavation, Regent Rock Garrison and Crimson Tower Bluff (in that order). But Crossroads is the best of them all, (narrowly better than Indar Excavation because it is smack dab in the middle of Indar and a very busy position).
- Can be attacked on all sides!
- The transition to other bases, Xenotech, Snake Ravine, or Broken Arch roads is very fluid.
- The mountain over looking NE has to be guarded from Tank, Max, turret, sniper campers.
- The C cap point gives a natural cover for Sunderer
- The B Cap point is also gorgeous. It can be defended and attacked in so many ways!
- And Main Tower point has to be covered from tanks shelling/camping from the old 'Magrider Hill' north as well.
- The trees give natural cover for attackers coming from Xenotech hill.
- The Bridge area has an walkway under it. That walkway is also connected to the north entrance and altogether wrapped around C where the attackers use it as a flanking or staging area. There are so many layers to it!
- There are so many ways to approach this base. It is such a brilliant layout.
Overall thoughts:
- PLEASE do not think of it as just a base. Think of it as a base and its transition to other bases. These bases can be attacked in so many ways and smooth transition aids in fomenting a fight.
- That tiny, empty building between Quartz Ridge and Indar Excavation is a great example. It is used to be an empty death zone. Now, whoever wins that empty lot attacks the next base! Now that NC is out of the SE corner, it will be great to see the Indar Excav-Quartz Ridge - Coramed Triangle once more!
- Both sides will actually fight for that empty forward base. It is proof that Cap points aren't really needed on outposts! They should add more of these abandoned buildings between two hard-to-capture bases.
ringring
2014-01-14, 05:56 AM
Personally I like the bases that are:-
- not spread out, it's easy to get back into the action
- not chaotic, you need to be able to play the layout as well as have some kind
- separates vehicles from the infantry fights (and I think they should stop harassers going where they shouldn't)
So, I rule out bases like Amp Stations, too chaotic and spread out for me (the newer design is even more chaotic imho). It also rules out Andvari Frozen Reservoir for the same reasons.
I do like nearly all towers and nearly all Bio Labs. Towers produce a good fight no matter how many people are there but Bio's sometimes don't and when they do they are often over too quickly because of the daft short timer.
From my point of view the problem with the walls on Esamir are that stuff like finding your way in or out is hard. Something that can be fixed easily surely.
The bases I chose as my best three are:-
1. Snowsheer Watchtower - very often good fights and can be intense(I like attacking and defending)
2. Octagon - it's one of those where it needs quite a few people but when enough are there there are good fights. I like to two tier and the walls ofc.
3. Palos Solar Array - very good fights can occur. There are choke points and also the walls make LA a good option.
Vyvien
2014-01-14, 05:13 PM
My top three bases/outposts:
1. Crimson Bluff
2. Snowshear Watchtower
3. Crossroads Watchtower
http://sig.planetside-universe.com/5428013610429586673.png
HereticusXZ
2014-01-15, 06:26 AM
1). Tumas Tech-Plant
I love the open field in the south, the mountains to the west and the thick patch of trees to the east... and the paths with the cement tunnels give great flanking options between the three satellites that usually provide unique firefights.
2). Chimney Rock Depot
I love that the A point is just surrounded by these thick trees offering tons of natural cover that make it slightly difficult for tanks/aircraft to strafe infantry.
3). Genudine Physics Lab
I love that this facility is smack dab in the center of a thick tree grove, south of the facility across a field there's a small natural trench with vines growing off the rocks that make for a unique approach when attacking the small outpost, I love this facility so much!
After seeing Esamire and these giant black walls, I want to see what the devs can do with barriers against tanks or aircraft that look... natural and not forced like Esamire came across. Making the environment look practical or natural just adds to the immersion of the universe your fighting in. As much as I love the new designs to bases on Esamire, a lot of the environments looked forced to cater to MLG players and not naturally formed, environments didn't look battle ready/Militarily practical to me.
AThreatToYou
2014-01-15, 07:52 AM
I have to think pretty hard. Where have I had my most fun fights? Hm.
1) Snowshear Watchtower
This is from before the Esamir revamp, and now it lasts on to after. Snowshear is incredible because of the ridge surrounding it; it forms a soft-barrier between infantry and vehicle combat that I think should be a model for other bases where the devs want there to be continued vehicle and infantry combat throughout base capture. The fields between it and Palos/Crystal Ridge/Freyr also make for great battles.
Beyond Snowshear, it is really hard for me to choose.
2) Sungrey
I have some of my best PS2 memories in northern Amerish, particularly between Sungrey and NC Arsenal. Like Snowshear, there's some good fields, some good mountains, and a terrain barrier between the base proper and the open space outside.
3) Indar Bay Point
This reminds me of classic PS1 bridge battles with a PS2 twist. Everyone has a real hard time getting around here, so it's just a long, brutal slog over the bridge. The twist is, there's not terrain significant enough to shell the bridge and prevent an advance on either side, save for aircraft. There is however terrain underneath the bridge. A close second to this is Regent Rock Garrison, for different reasons of course, but it's a tower, on Indar, with limited mobility due to its proximity to a cliff--I like that.
Chowley
2014-01-15, 10:50 AM
Anything on Amerish :p
Shadespire Farms - as odd as it sounds, it may just be nostalgia as it reminds me of one of the Dutch maps in COD 1. But I love fighting there, Wide open on one side and a slightly cluttered route to the point on the other. Just simplistic and entertaining.
The Bastion - Multiple levels done well.
Lithcorp Secure Mine.
Splitpeak Pass and Auraxis Firearms would be close to favourites as well along with the Ascent and Ravens Landing. Not that its common to have a good fight there. But anyway.
Mastachief
2014-01-15, 02:26 PM
The fact we cannot express reasoning without being moderated make the exercise very shallow in value.
BlaxicanX
2014-01-15, 03:43 PM
It has to be moderated to work. You can't expect developers to read 500 posts, half of which are 2 pages long from people meandering and ranting about shit.
ringring
2014-01-15, 04:44 PM
The fact we cannot express reasoning without being moderated make the exercise very shallow in value.
I know which is why I posted here too as I know they read posts here.
Timithos
2014-01-15, 05:51 PM
I started my post with my top 3 formatted properly, and then put a short paragraph below it. I don't think it will be removed.
I copied and pasted Metalsheep's top 3:
1: The (Old) Crown.
2: The Stronghold
3: Beta Techplants. (With the shield gen and SCU INSIDE the main building.)
Any actual defensible base is my favorite. Battles that take longer are the best. Defenders that can repel overwhelming odds are the best. Most bases on Auraxus just take 55% attackers, and defenders automatically lose, making bases near worthless. Bio Labs take about 60% attackers, but then it is an automatic win for the attackers. There's plenty of creatively designed bases that I'd like to pick, but the defensibility is so poor, that they're not a choice.
Dougnifico
2014-01-15, 06:12 PM
1. Scarred Mesa Skydock - Red Ridge Communications
2. Quartz Ridge Camp - Indar Excavation Site - CoraMed (whole region)
3. Jager's Crossing - Jager's Fist
* Honorable Mention
- Onatha BioLab
- The Ascent
- Saerro Listening Post
- The old Triangle of Death (Crown, Crossroads, TI Alloys)
- The road between Broken Arch and Crossroads
I think what makes the best bases is not just the base themselves, but how it interacts with bases nearby. That massive push between Quartz Ridge and IndarEx, or watching storms of rockets between Scarred Mesa and Red Ridge are what planetside is all about. The old triangle of death is just a sentimental memory of meaningless slaughter. lol
Mastachief
2014-01-15, 07:03 PM
It has to be moderated to work. You can't expect developers to read 500 posts, half of which are 2 pages long from people meandering and ranting about shit.
Why not? They want direction on what is the most important aspect of the game they should put the effort in to get a clear picture. Because they are still getting it wrong, vehicles can still spam control points and vehicles can camp spawns. While ever this is the case they have failed.
The biolab is the only proper base in the game.
AThreatToYou
2014-01-15, 08:34 PM
I'll +1 "Old Crown". I didn't put that on my list because I did not figure it valid.
DirtyBird
2014-01-15, 09:02 PM
I have no favorite bases or outposts.
They all have good and bad days depending on the fight.
Shame the game(players site... :rofl:) can't tell me where I fight the most via heat maps.
ChipMHazard
2014-01-15, 10:14 PM
Why not? They want direction on what is the most important aspect of the game they should put the effort in to get a clear picture. Because they are still getting it wrong, vehicles can still spam control points and vehicles can camp spawns. While ever this is the case they have failed.
Agreed. Which is why I personally prefer the Interlink facility, even though it could do with some improvements. Only thing I'm really looking forward to is still Hossin.
Timithos
2014-01-16, 08:22 PM
Agreed. Which is why I personally prefer the Interlink facility, even though it could do with some improvements. Only thing I'm really looking forward to is still Hossin.
Hey, we have more to look forward to then that. There's facilities on the Amerish revamp that have tunnels and caverns. And Clegg leaked that video showing a spawn room 3 stories underground. Chin up little campers. (err non-campers).
ChipMHazard
2014-01-16, 08:30 PM
Hey, we have more to look forward to then that. There's facilities on the Amerish revamp that have tunnels and caverns. And Clegg leaked that video showing a spawn room 3 stories underground. Chin up little campers. (err non-campers).
Now, that does indeed sound interesting!
TheMightyRed
2014-01-16, 08:34 PM
1) Indar Excavation
2) The Bastion
3) Esamir Munitions
Timithos
2014-01-17, 03:22 PM
Why not? They want direction on what is the most important aspect of the game they should put the effort in to get a clear picture. Because they are still getting it wrong, vehicles can still spam control points and vehicles can camp spawns. While ever this is the case they have failed.
The biolab is the only proper base in the game.
New Amerish PTS patch notes! Downloading now!
oUpdated and polished each outpost with latest designs that
§Isolate spawn rooms to reduce spawn camping
§Prevent vehicles for directly firing on capture points
RJGatling
2014-02-07, 05:40 PM
Old Crown too, I miss that caramel turtle splendor!
ringring
2014-02-08, 07:32 AM
Now, that does indeed sound interesting!
It is, it's on PTS.
Exploring it it looks to me like it would play well but I'd like to fight there a few times, both attacking and defending to check that out properly.
*edit - seeing a few put the Old Crown down. I didn't like it, perhaps it was the times I played there but I found it mostly boring with the fighting being too long range, attackers having been murdered before they could climb the hills.
VALCHKYRIE
2014-04-21, 09:19 AM
basically, i love towers: they're really fun to play in...
my favourite has to be the mighty old crown
in number 2 i kinda like the new quartz ridge
and number 3 indar excavation site (mainly for prowler farming though)
Cruciall
2014-04-21, 12:14 PM
Bio labs, I feel these are the only bases you guys got right, and im sure most of the devs would agree.The rest of the bases were a waste of time money and resources that could have been put toward more continents and continental lattice .
If your a ps1 vet and you have played since beta then you understand what im talking about.
ringring
2014-04-21, 03:03 PM
Holy resurrection Batman!
BlaxicanX
2014-04-21, 03:08 PM
Biolabs are the least interesting place to fight in the entire game. The complete and utter lack of options attackers have dooms every biolab fight to be a one-dimensional war of attrition. Attackers flood the teleportation rooms and landing pads with infantry, throw them at the front door for 30 minutes until one side gives up. There's no strategy, no real variables. All it takes to win or lose a biolab is just willpower.
Cruciall
2014-04-21, 05:13 PM
Biolabs are the least interesting place to fight in the entire game. The complete and utter lack of options attackers have dooms every biolab fight to be a one-dimensional war of attrition. Attackers flood the teleportation rooms and landing pads with infantry, throw them at the front door for 30 minutes until one side gives up. There's no strategy, no real variables. All it takes to win or lose a biolab is just willpower.
lmao ok,,, maybe they should just remove the dome, and let armor and air spam the points and the spawn room so we can see real tactics unfold.....Right??? cause thats not what happens at every single base in this game???? 10 aircraft + 20 tanks shooting buildings and spawn rooms....Thing is, if you had half a clue you would know i was right.....
How many changes have they made to the bio labs and why? i think it was 2 updates and a few patches. that was to improve battle flow and add more cover....Thats all ,Bio labs are the most vanilla bases in the game, because they were done right!!!!!!!
Have you payed since beta? Do you remember all the bs post about OP armor,OP air,OP AA,OP AV, Nerf this , nerf that, buff this ,buff that, back and forth nonstop......I tell ya something , there was nothing wrong with armor or air, ever..... it should fing destroy infantry ,and be OP... But all these revamps and patches didnt change the fact that the base designs were awful......That was the root of the problem... then all that bs stopped, then came the revamps, all bases and outpost were done over, more walls,higher walls, more cover, more spawns, less windows, less doors, they even got wise on a few and moved them underground. and on PTS there were even domes they were going to put over bases. BECAUSE THEY KNEW THE BASE DESIGNS WERE BAD.
1000s of man hours wasted, and alot of resources and time gone.
Think about this, if they would have approached each base like they did with the bio labs, made them defensible. there would have been no need to waste all that time and money trying to fix those broken bases .And you know what that means right??? more content, more continents, continental lattice , meta, A FINISHED GAME... lmao its like were all still in beta, this isnt planetside, its a massive death match with no purpose.
PS try running with a good outfit, and youll see some crazy shittt unfold in a biolab.they are a tough nut to crack, but a good outfit will walk all over everyone in a bio lab
BlaxicanX
2014-04-21, 05:23 PM
With all due respect, your entire post is a strawman. That the other bases are poorly designed has no bearing on the quality of Biolab fights, which is low. That armor zerging is a problem with other bases is irrelevant to the quality of Biolab fights, with is low. None of the design of the other bases has anything to do with the fact that Biolab fights are repetitive and that the only way for an attacker to win one is to simply hurl as many people at the entrance as possible until the defenders get overwhelmed and fall back. There's nothing strategic or interesting about that kind of finding, and it's a good example of what happens when a base is too defensible. Yes, defenders should always have the advantage in a base, that's why it's a base after all, but its poor design when the *only* way to win a base is to play "into the breach" and make it a war of attrition.
I've played with the best outfits on Connery and Matherson. The quality of the outfit doesn't matter. The only thing that matters is how many troops they have how strong their resolve to take a base is. That goes for both attackers and defenders.
Cruciall
2014-04-21, 05:26 PM
Your entire post is a strawman. That the other bases are poorly designed has no bearing on the quality of Biolab fights, which is low. That armor zerging is a problem with other bases is irrelevant to the quality of Biolab fights, with is low. None of the design of the other bases has anything to do with the fact that Biolab fights are repetitive and that the only way for an attacker to win one is to simply hurl as many people at the entrance as possible until the defenders get overwhelmed and fall back. There's nothing strategic or interesting about that kind of finding, and it's a good example of what happens when a base is too defensible. Yes, defenders should always have the advantage in a base, that's why it's a base after all, but its poor design when the *only* way to win a base is to play "into the breach" and make it a war of attrition.
I've played with the best outfits on Connery and Matherson. The quality of the outfit doesn't matter. The only thing that matters is how many troops they have how strong their resolve to take a base is. That goes for both attackers and defenders.
not gonna judge ,but by looking at your kd, and knowing you think a bio lab is a war of attrition makes me think you should look for a some new outfits to join;)The outfits i played with really didnt have any problems taking labs.
all the other bases were a waste of time and money.Bio labs are the only bases they got right,
BlaxicanX
2014-04-21, 06:55 PM
You should spend less time looking at my K/D and more time reading my posts. I never said that Biolabs can't be taken. I said that the way to take a Biolab is one-dimensional, and it's true. As an attacker, you have one way to take a Biolab, and that's to flood the landing pad and teleporter rooms and try to breakthrough the camping defenders. The resulting meat grinder is fun the first dozen times, not so much afterwards.
bites
2014-04-21, 07:00 PM
not gonna judge ,but by looking at your kd, and knowing you think a bio lab is a war of attrition makes me think you should look for a some new outfits to join;)The outfits i played with really didnt have any problems taking labs.
all the other bases were a waste of time and money.Bio labs are the only bases they got right,
It is a war of attrition and using his K/D as a point of arguement further cements your "Strawman" arguement style.
I'm an NC Max centric player .. and I avoid biolab fights as they are stale .. and rather boring. Thats coming from a class that should normally dominate .. and love these fights for stat padding .. but honestly its just boring pouring bullets down an alleyway waiting for other idiots to walk into a line of fire. The Biolabs are FAR from the epitome of awesome, but they have their place in the game, and while I'll happily fight in/for one, I'd also happily avoid it.
Dougnifico
2014-04-21, 07:57 PM
Really, so people with low K/D automatically have invalid arguments on that topic? That's one way to make a community hostile. What about medics and max engineers? They probably die a lot more than they kill in those fights, and yet without them the whole defense falls apart. Its not even a battle of attrition, there are no tickets or limited lives. Bio-labs are fights where the winner is that one with superior numbers, more maxes, and more bullets (lazers?) in the air. Its simply a human wave. Attrition implies that the enemy can be worn down by significant losses.
Whether or not an argument is valid, don't tell someone their argument is invalid because of their stats. Lets not get the COD mentality going.
Cruciall
2014-04-21, 08:55 PM
Really, so people with low K/D automatically have invalid arguments on that topic? That's one way to make a community hostile. What about medics and max engineers? They probably die a lot more than they kill in those fights, and yet without them the whole defense falls apart. Its not even a battle of attrition, there are no tickets or limited lives. Bio-labs are fights where the winner is that one with superior numbers, more maxes, and more bullets (lazers?) in the air. Its simply a human wave. Attrition implies that the enemy can be worn down by significant losses.
Whether or not an argument is valid, don't tell someone their argument is invalid because of their stats. Lets not get the COD mentality going.
I never said that, but most good outfits have standards .... they dont want people on the team who will bring down their stats.run with some top tier outfits and see how they approach bio labs, NUC,MERCS, FCRW,ZAPS TIW RECURSION . They are not on coms screaming zerg zerg zerg lmao.I have played with and against all of these outfits in bio labs, there is method to the madness but sadly if you dont understand then its like explaining calculus to a baby.
Cruciall
2014-04-21, 09:00 PM
Really, so people with low K/D automatically have invalid arguments on that topic? That's one way to make a community hostile. What about medics and max engineers? They probably die a lot more than they kill in those fights, and yet without them the whole defense falls apart. Its not even a battle of attrition, there are no tickets or limited lives. Bio-labs are fights where the winner is that one with superior numbers, more maxes, and more bullets (lazers?) in the air. Its simply a human wave. Attrition implies that the enemy can be worn down by significant losses.
Whether or not an argument is valid, don't tell someone their argument is invalid because of their stats. Lets not get the COD mentality going.
you have never take a bio lab with less numbers than the defenders???????what server are you playing on?helll ive been to 48+ nc vs 48+ VS and came in with 48 tr and have taken it from both the vs and nc. we use to goto biolabs and hold the gen room for hours even if we didnt have a link to it.just to pissss on the vs and nc.like i said run with a good outfit and it will open your eyes.
we dont drop on a base unless we are outnumbered,cant see playing this game any other way.
i see your from connery, lots of good outfits over there, you should join one of them on op night and see how they do it.
Dougnifico
2014-04-21, 09:19 PM
I never said that you have to have population, just superior firepower. Medics and engineers act as force multipliers by keeping people in action. Attrition means is about killing your opponent to the point where it drains them. Bio-labs are about keeping as many people in the fight as often as possible to maintain superior firepower. Basically, its two walls of bullets trying to push each other back. Basically kind of like this.
http://img3.wikia.nocookie.net/__cb20070526195217/harrypotter/images/4/44/Priori_Incantatem.jpg
Some outfits have very high standards, and good for them. I just don't want this to be a community that tears people down for not having good stats. That's toxic. Community is the only thing keeping some people in this game. If the community goes sour, then kiss planetside goodbye.
Cruciall
2014-04-21, 09:41 PM
I never said that you have to have population, just superior firepower. Medics and engineers act as force multipliers by keeping people in action. Attrition means is about killing your opponent to the point where it drains them. Bio-labs are about keeping as many people in the fight as often as possible to maintain superior firepower. Basically, its two walls of bullets trying to push each other back. Basically kind of like this.
http://img3.wikia.nocookie.net/__cb20070526195217/harrypotter/images/4/44/Priori_Incantatem.jpg
Some outfits have very high standards, and good for them. I just don't want this to be a community that tears people down for not having good stats. That's toxic. Community is the only thing keeping some people in this game. If the community goes sour, then kiss planetside goodbye.
you insist it has to be a war of attrition , the trick about bio labs is you have to get it done fast. the longer it takes the more it increases the advantage your giving the enemy .this goes for most bases in ps2.
I agree, and i was not judging him based on his stats,but i was calling him out about playing with good outfits.most top tier outfits require coms ,working headset, 18+ br 80+ 2.0 kd atleast, dose not matter if your support or not.
Im sure blax is a great new player and hes learning fast, when i started i was running a 0.5 0.6 kd, but it comes in time.I average 2.5 to 3.5 kd these days, infantry only.
i wasnt trying to tear anyone down, me stating that bio labs are the only bases they got right is just my opinion. I assume some people enjoy the armor and air spam tactics that happen at every other base. ya know, get tones of armor and air to shoot the point and the spawn room. 90% of the bases in the game are like this sad to say.well maybe less now, they have done alot of work to prevent the spam.they should just put a dome over every base . they had it on test ,and the armor and air guys started to rage..... they were worried that the domes would prevent them from getting any kills ever again lmao
Dougnifico
2014-04-21, 10:38 PM
No. I'm saying they are NOT battle of attrition! lol.
They reason a fast attack works is because you hit them so damn hard, so damn fast, that they can't react and you put them in a position they can recover from while you have all the momentum. Maybe that's a better term to use. Its all about getting the momentum of battle on your side. The picture still works. Its just that you are engaging so rapidly that they start on their back foot.
As soon as momentum is broken, its all about keeping power on the line. You can try to make a push to regain momentum (most commonly as MAX crash or a LA blitz). Its not attrition because the number of dead doesn't matter. No one is going to wear down because of losses.
I think we are in agreement but are having communication issues.
BlaxicanX
2014-04-22, 12:41 AM
Attacking my stats and repeating over and over again that I need to "play with better outfits" is a poor argument. Like I said, I've played with all the top outfits on Connery, hell I've played with all the shit ones too. I've probably run with more outfits than you have, and condescendingly calling me a "new player" and acting like I don't understand how the game works is idiotic, considering I have over 350 hours of gameplay under my belt (Vanu account is not linked).
So, instead of dodging my points and attacking me personally, perhaps you should address my actual argument. Because I'm nice, I'll even re-iterate it for you:
I never said that Biolabs can't be taken. I said that the way to take a Biolab is one-dimensional, and it's true. As an attacker, you have one way to take a Biolab, and that's to flood the landing pad and teleporter rooms and try to breakthrough the camping defenders. The resulting meat grinder is fun the first dozen times, not so much afterwards.
@Doug: It is a battle of attrition. You're absolutely right in that there is no literal limitation of manpower, but while bullets and respawning bodies are infinite, willpower is not. In PS2, battles end when the attackers either take the base or pull out and go for a softer target somewhere else. Thus, it's not attrition of resources so much as its an attrition of will. Despite everyone having infinite lives, players can only "respawn, jump into the breach, die, respawn, jump into the breach, die, respawn" so many times before they collectively say fuck it and go somewhere else.
Azzzz
2014-04-22, 03:28 AM
....
PredatorFour
2014-04-22, 05:20 AM
You really can't use K/D as an argument. In a game where heals stop deaths happening and the "hero" medics often don't get rezzed when they stick their necks out to save others (could say the same for engys)
The other end of the spectrum is that people with high K/D's are often cowards who use lame playstyles to save their K/D, even though they are good players.
Example, on Miller server i shot a particular high ranking leaderboard NC reaver down only for him to bail out as a light assault and hit redeploy. To me that is lame being that afraid to die in a game to protect a stat. You go down with the ship.
SardinkaCZ
2014-04-22, 11:05 AM
The Crown(especially for def),Howling Pass Checkpoint(for def),Indar Excavation Site.
Cruciall
2014-04-22, 01:04 PM
Attacking my stats and repeating over and over again that I need to "play with better outfits" is a poor argument. Like I said, I've played with all the top outfits on Connery, hell I've played with all the shit ones too. I've probably run with more outfits than you have, and condescendingly calling me a "new player" and acting like I don't understand how the game works is idiotic, considering I have over 350 hours of gameplay under my belt (Vanu account is not linked).
So, instead of dodging my points and attacking me personally, perhaps you should address my actual argument. Because I'm nice, I'll even re-iterate it for you:
@Doug: It is a battle of attrition. You're absolutely right in that there is no literal limitation of manpower, but while bullets and respawning bodies are infinite, willpower is not. In PS2, battles end when the attackers either take the base or pull out and go for a softer target somewhere else. Thus, it's not attrition of resources so much as its an attrition of will. Despite everyone having infinite lives, players can only "respawn, jump into the breach, die, respawn, jump into the breach, die, respawn" so many times before they collectively say fuck it and go somewhere else.
I agree 100% all good outfits zerg the breach in bio labs, it takes 0 skill and only requires will and numbers.
I only have close to 2000 hrs played in ps2,and I come from a competitive fps background so you will have to mind my stupid COD inspired manners.Just a fyi,competitive outfits dont use planetside 2 official stats.they are garbage..
they use competitive stat tracking sites.where its very easy to see what kind of player you are. KD is true, a death is a death no matter what, accuracy on weapons,accuracy on head shots, points per min, points per hour, so on so forth. they break everything down. so if your stat padding , its easy to see that your just a poser or legit.
Ok who was the one that revamped amerish ? was that Cleg? The bases on amerish were done over right. But like many others they are hit or miss.I have had great fights at every single base in this game , but they are rare. How many times have you spawned into a outpost or base that you like and the first thing you see is a armor parking lot,all facing the spawn room.A swarm of aircraft hovering like pros spamming everything,and you say to your self well this is a shittt fight. Like i said they are hit or miss.
Bio labs were done right.I love any base in this game where a good fight can be had, but when the scrubs are about spamming buildings and spawn rooms I say F it and leave and find another fight. Sad thing is, I spend more time looking than playing:(
checked a few stats, I have over 2750 hrs played to date.So i guess 350 hrs played would just make you a new player compared to someone like me... fyi the time above dose not reflect on time spent in beta, or on the PTS.
Cruciall
2014-04-22, 02:41 PM
No. I'm saying they are NOT battle of attrition! lol.
They reason a fast attack works is because you hit them so damn hard, so damn fast, that they can't react and you put them in a position they can recover from while you have all the momentum. Maybe that's a better term to use. Its all about getting the momentum of battle on your side. The picture still works. Its just that you are engaging so rapidly that they start on their back foot.
As soon as momentum is broken, its all about keeping power on the line. You can try to make a push to regain momentum (most commonly as MAX crash or a LA blitz). Its not attrition because the number of dead doesn't matter. No one is going to wear down because of losses.
I think we are in agreement but are having communication issues.
Gonna give you a quick run down on how to take biolab.
First and foremost, you need to capture 2 outpost....2 ,has to be 2, if this means you need to fight down another lane before you can make your move into the bio lab then you have to do it."most cases it dose" they also have to be on different sides of the biolab,"its not always a outpost that you can capture due to links".In this case you will use that base as a staging point, weather you own it or not.....This forces the enemy to split its defenders.
Next ,from your week side"the outpost or base from which plan to you push your diversion in from" you telegraph a max crash, or very large zerg push ,and cause the enemy to over shift." very common mistake".The idea of this push is to make lots of noise and draw lots of fire, you want all these attackers to die.because when they do die they are dropping in on a beacon back on strong side to make a 2 sided push from the air pad and the teleporter room.
Next,the 2 sided push from your strong side should push in from the weakest location" if everyone is looking at the spawn room then they push from the pad, if they are watching the pad then the first push comes form the teleporter.As soon as they draw fire, the second push follows to flank" from the teleporter or the pad".
Once inside the only room you should be concerned with is the gen room.Gen room is a cake walk to hold, so when the gen blows you move for the small building in front of the gen room so you can get eyes on the spawn gen. Never ever leaving the main gen room undefended. This is now your staging point, loss of the main gen room is a lost bio lab.
Next, once your setup in the main gen room, and in the small room in front of that,then its time for another push, nade spike the spawn gen room from the small building, easy kills for days, 4 av nades in there and everyone is dead.
After that it turns into a simple spawn camp.... you can do this all day everyday.It should take you no longer then 5 mins to take a biolab, but it has to executed fast. Not many outfits or factions can pull it off.Its just one of many ways it can be done.
Its a easy win if you have a good outfit thats knows what needs to be done.
But then again, you could always just zerg into the breach, and make it into a war of attrition,and hope for the best. But I like good fair fights, so I choose tactics:lol:
I understand where your coming from and others, its a shitty way to fight in a bio lab, just going non stop until one faction has enough pop to steamroll its way to a win.
lol I now love every outpost that is underground on armerish, such good fights. props to cleg
Dougnifico
2014-04-22, 08:31 PM
Your strategy is sound. The problem is if you get shut down at any point and lose that momentum, you are back to square one.
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